Experience in Numenera is gained not through the killing of opponents but through discovery, exploration, and experiential learning.
This manifests in tangible XP in the following ways:
- Discovering Locations and how to get into them
- Discovering the effects/use of a cypher/artifact/oddities
- Superb role playing
- GM Intrusions
- Circumstantially appropriate instances
Discovering Locations And Gaining Entry
Each location of interest (plot-related, landmark, or unknown ruin) gains each character 1 EXP. If that location can be entered, and entry is not immediately obvious, gaining entry also gains each character 1 EXP.
Cyphers, Artifats, and Oddities
- Cyphers must be identified before use (see Cyphers Wiki Page). On a per character basis, every 5 Cyphers identified gains the character 1 EXP.
- Artifacts must be identified before use (see Artifacts Wiki Page). On a per character basis, each 1 Artifact identified gains the character 1 EXP.
- Oddities do not need to be identified before use. On a per character basis, every 10 oddities collected gains the character 1 EXP.
GM Intrusions
GM Intrusions occur when a character rolls a natural 1 and botches the attempt. It is a free intrusion that generally causes something bad to happen. GM Intrusions as a source of XP also occur where the GM gives 2XP to a specific player alongside an intrusion of some sort. The player may refuse the intrusion and pay 1 of their already earned XP, or accept it and take 1 of the new XP and give the other 1 to a fellow player.
Superb Role Playing
Superb RP is considered role playing that goes beyond the standard 'character takes this action' response and demonstrates thoughtfulness, enthusiasm, engagement, and provides opportunities for both fellow players and the GM to craft meaningful experiences from. What constitutes this varies and players can nominate a fellow player to gain 1-3 EXP if they feel the player deserves it. If two other players second the nomination, the nominated player may choose to gain 1 EXP or have the GM review the player for up to 2 more EXP. This may occur only once per game Chapter.
Circumstantial Experience
This is the wildcard category for EXP gain. Any number of things could fall into this category and is entirely up to the GM to call upon.
Character Progression
To advance to the next Tier, a character must purchase any 4 from the following character growth options for 4 EXP each, in any order. Each Tier unlocks new abilities for the character from both their Type and Focus aspects.
- Increase Capabilities - Purchase 4 Points to add to stat pools. Points may be allocated however the player wishes.
- Moving Towards Perfection - Add 1 to your Might, Speed, or Intellect Edge; player's choice
- Extra Effort - Effort score increases by 1
- Skills - Character becomes trained in 1 skill of their choice, or specialized if said skill is already trained. Skill cannot be attack or defense.
- Reduce the Cost for Wearing Armor - Lowers Might and Speed cost each by 1
- Add 2 to Recovery Rolls
- Select 1 new fighting move (Glaive), Esotery (Nano), or Trick of the Trade (Jack) of your character type. Must be of your tier or lower.
Other Uses for XP
House Rules - Mutants
If at any point, a character gains 3 permanent Mutations (Beneficial, harmful, powerful, or distinctive), the character's Descriptor automatically becomes Mutant henceforth. Cosmetic mutations do not apply to this rule.